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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Rasterizer/RAS_TexVert.h
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_TexVert.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h
index bf092b4b230..4ec4db19e53 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.h
+++ b/source/gameengine/Rasterizer/RAS_TexVert.h
@@ -37,11 +37,6 @@
static MT_Point3 g_pt3;
static MT_Point2 g_pt2;
-#define TV_CALCFACENORMAL 0x0001
-#define TV_2NDUV 0x0002
-
-#define TV_MAX 3//match Def in BL_Material.h
-
class RAS_TexVert
{
@@ -59,6 +54,12 @@ class RAS_TexVert
// 32 bytes total size, fits nice = 56 = not fit nice.
// We'll go for 64 bytes total size - 24 bytes left.
public:
+ enum {
+ FLAT = 1,
+ SECOND_UV = 2,
+ MAX_UNIT = 8
+ };
+
short getFlag() const;
unsigned int getUnit() const;
@@ -70,7 +71,7 @@ public:
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
- const short flag,
+ const bool flat,
const unsigned int origindex);
~RAS_TexVert() {};
@@ -82,7 +83,7 @@ public:
return m_uv2;
};
- const float* getLocalXYZ() const {
+ const float* getXYZ() const {
return m_localxyz;
};
@@ -108,20 +109,19 @@ public:
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
+ void SetTangent(const MT_Vector3& tangent);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
- // compare two vertices, and return TRUE if both are almost identical (they can be shared)
- bool closeTo(const RAS_TexVert* other);
+ void Transform(const class MT_Matrix4x4& mat,
+ const class MT_Matrix4x4& nmat);
- bool closeTo(const MT_Point3& otherxyz,
- const MT_Point2& otheruv,
- const unsigned int otherrgba,
- short othernormal[3]) const;
- void getOffsets(void*&xyz, void *&uv1, void *&rgba, void *&normal) const;
+ // compare two vertices, to test if they can be shared, used for
+ // splitting up based on uv's, colors, etc
+ bool closeTo(const RAS_TexVert* other);
};
#endif //__RAS_TEXVERT